What You Learned

Cinderfall · Spells & Class Abilities
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Witch reskin · Patron-bound spellcaster

Cultist

Occult tradition · Occultism signature skill · Faith/Pact pillar
OccultFull CasterZeal / Rites

"You didn't find religion. Something found you first, and it's been very patient about collecting."

Bargain Spells

Chosen at 1st level. Each Bargain grants a Basic/Advanced/Greater Rite (focus spell, paid with Zeal) and Basic/Advanced/Greater Revelation (bonus known spell, outside normal progression), plus a Signature ability.

The Croupier chance · reversal · cruel fairness
  • House EdgeRite · 1st — You decide, silently, who "the house" is. Named target's next check takes a status penalty equal to your non-key ability modifier instead of any bonus; named self/ally gets the bonus instead.
  • Marked CardRevelation · 1st — Mark a creature you can see; the next time it rolls a natural 1 on any d20 check within 24 hours, you sense it and gain a +1 circumstance bonus to your next check against it.
  • Loaded DiceSignature · 7th — Spend Zeal to force a reroll of any one failed check (yours or an ally's within 30 feet), keeping the better result.
  • Double or NothingRite · 7th — Force a reroll of a just-rolled check using the new result even if worse; if you forced your own reroll and it's worse, clear your Zeal pool entirely, no Backlash roll needed.
  • The House Always WinsRevelation · 5th — Grant a huge edge on one upcoming check — treat success as critical success. In exchange, take a permanent −1 status penalty to a GM-chosen save until a full session passes without invoking any Croupier Rite/Revelation.
  • The Long OddsRite · 13th — 30-foot burst; every creature (allies included) rerolls its next save or skill check and must use the new result. You don't choose who benefits.
  • Everyone Loses EventuallyRevelation · 13th — 60-foot burst; every creature fails its next save of a chosen type outright, no roll. You then owe the Croupier one favor, collected at the worst moment.
Gluttoneth, the Ever-Fasting hunger · want · a meal that never comes
  • First BiteRite · 1st — Melee touch; minor void/hunger damage, target drained 1 for 1 minute. You gain temporary HP equal to the damage dealt.
  • Hollow RationRevelation · 1st — Target doesn't need to eat or drink for 24 hours and suffers no ill effect from an empty stomach — a small, quietly enormous mercy in Cinderfall.
  • Second HelpingRite · 7th — As First Bite, but you may pay its cost by taking the damage yourself instead of spending Zeal.
  • Feed the GodRevelation · 5th, Signature — Sacrifice a fixed chunk of your own current HP (no save, no resistance) to empower your next Rite this turn to double effect.
  • The Empty TableRite · 13th — 20-foot emanation; every enemy drained 2 and sickened 1, every ally has one instance of drained/sickened/fatigued removed. One meal, redistributed.
  • A Meal That Never ComesRevelation · 13th — No save. Target is permanently, magically hungry — perpetually fatigued 1 unless it spends an hour eating far more than a person needs (resets 24 hours). Removable only by a working at least as powerful.
The Ledger debts · secrets · everything written down
  • Entry MadeRite · 1st — Learn one true fact the target is actively hiding. The Ledger writes it down whether you wanted it to or not.
  • It Already KnowsRevelation · 1st, Signature — Once per day, ask the GM one yes/no question about a target's next move or a specific secret; the Ledger answers truthfully, in writing, somewhere on your person.
  • Called InRite · 7th — Name a creature that owes you anything. Until encounter's end, checks to leverage/threaten/persuade it gain a status bonus equal to your higher of Diplomacy/Intimidation proficiency.
  • Everything Written DownRevelation · 5th — For 10 minutes, every lie told in your presence costs the liar a flat −1 status penalty to their next check.
  • The Whole AccountRite · 13th — As Entry Made, but you learn everything currently owed to or by the target — every debt, obligation, and secret loyalty on their books.
  • Nothing Stays Off the BooksRevelation · 13th — Target loses the benefit of any effect concealing identity, location, or true nature for 24 hours. In exchange, you must immediately reveal one true secret of your own aloud.

Cantrips

Patron-agnostic Occultism every Cultist prepares regardless of Bargain — the static that comes with the vocation itself.

  • Static Snap — Ranged 30 ft, Will save; mental damage on failure, stunned 1 on critical failure.
  • Ash-Chill Touch — Ranged spell attack; cold damage on a hit, speed reduced until your next turn on a critical hit.
  • Phantom Itch — Ranged spell attack; minor damage, enfeebled 1 until end of target's next turn on a hit.
  • Patron's Nudge — Touch; next check before your next turn gains a +1 status bonus. Once per creature per day.
  • Dead Air — Carry your voice silently to one creature you can see within range; no verbal component on the receiving end.
  • Ghostlight Sight — Sustained; see lingering souls, occult residue, and ghost-machine works within 60 feet.
  • Idol's Reach — Your Idol lifts and carries a light unattended object within range, up to 20 feet, as you concentrate.
  • Grave-Dust Trick — Small harmless workings: clean/soil a surface, color hair, snuff/kindle a small flame, produce grave-cold air.

1st Rank

  • Grasping Ash — 30-ft line; Reflex save, damage (half on success), ash grasps again on critical failure.
  • One Word, Obeyed — Will save; on failure, target obeys a single one-word command as its next action.
  • The Cold Spot — Will save; frightened 2 on failure, also fleeing 1 round on critical failure.
  • Borrowed Trust — Will save; on failure, target's attitude improves one step for 10 minutes.
  • Patch Job — Touch; restore modest HP or stabilize a dying creature outright.

2nd Rank

  • Ghost Step — Invisible up to 1 minute or until you attack/cast an obvious spell.
  • Signal Loss — Touch/ranged; Will save, stupefied 2 for 1 minute on failure.
  • Static Confession — Will save; on failure, read surface thoughts for 1 minute.
  • The Long Reach — Touch ally; increased reach and melee damage bonus for 1 minute.
  • Dead Channel — 20-ft burst goes utterly silent for 1 minute, in and out.

3rd Rank

  • Feedback Screech — Will save; mental damage + stupefied 1, stunned 1 on critical failure.
  • Snow on the Screen — Fortitude save; blinded for 1 minute on failure.
  • Borrowed Momentum — Touch ally; speed bonus and one extra Stride/Strike per round for 1 minute.
  • Call the Static Chorus — Summon a fragment of bound restless dead for the encounter; dissolves after, no debt owed.
  • Broadcast Delirium — Will save; prone and unable to act 1 round on failure, 2 rounds on critical failure.

4th Rank

  • Feedback Loop — 20-ft burst; Will save, confused for 1 minute or until damaged on failure.
  • The Cold Front — 30-ft burst; frightened 2 on failure, group flee 1 round if three+ fail together.
  • Redacted — Touch; implant/alter/erase one specific memory. Will save if unwilling. Heavy-handed by design.
  • Crossed Wires — 20-ft burst; Will save, off-guard 1 minute and flat check needed for sense-dependent actions.
  • Anchor Ward — Touch; +2 status bonus vs. possession/fear/charm for 10 minutes, plus one shake-loose attempt if already affected.

5th Rank

  • Bogged in Ash — Fortitude save; slowed 1 for 1 minute or until a check breaks it.
  • The Patron Suggests — Will save; target pursues a plausible suggested course of action for up to 1 hour.
  • Static Double — Two flickering doubles for 1 minute; attacks have a flat chance to hit a double instead.
  • Marrow Deep — Fortitude save; enfeebled 2 and sickened 1 for 24 hours on failure.
  • Long-Distance Toll — Remote-view a named place/creature for 10 minutes; a small personal toll on completion.

6th Rank

  • Wail of the Static Choir — 30-ft burst; Fortitude save, sonic+mental damage and deafened, stunned 1 on critical failure.
  • The Long Dark — 20-ft burst; Will save, genuine sleep for 1 minute or until struck.
  • True Static Sight — See through illusion, disguise, invisibility, possession within 30 feet for 10 minutes.
  • Debt Made Flesh — Will save; the target's next failed save within 24 hours becomes a critical failure instead.
  • Idol's Vengeance — 15-ft emanation from your Idol; damage to enemies, Idol stunned 1 afterward.

7th Rank

  • Static Wipe — Will save; stupefied 4 permanently on failure until healed by an equal or greater working; also mute on critical failure.
  • Congregation — 30-ft burst; individual Will saves, failures charmed toward you for 1 hour.
  • Between the Gates — You and up to 4 allies teleport up to a mile via the grey between-space, arriving in 1 minute.
  • Dead Frequency — 30-ft burst; individual Will saves, failures confused for 1 minute.
  • Chain of Iron Debt — Target a defeated/bound undead or spirit; Will save, on failure bound to your service up to a week.

8th Rank

  • The Congregation Kneels — 30-ft burst; critical failures dominated 1 minute, failures charmed as Congregation.
  • Ash-Cast — Fortitude save; target crumbles to ash, ongoing damage until freed/cured/destroyed; total and immediate on critical failure.
  • The Patron's Eye — Learn a named/tokened target's exact continental location. Some things — Uriel among them — are simply unanswerable.
  • The World Slows — 60-ft burst; Fortitude save, slowed 1 (or 2 on critical failure) for 1 minute.
  • Marrow Reap — Fortitude save; heavy damage, plus permanent −1 status penalty to an ability score on critical failure.

9th Rank

  • The Long Silence — 40-ft burst; individual Will saves, failures unable to act/speak/perceive beyond touch for 1 minute.
  • Called Back — Cast within 1 minute of death, before the soul disperses or is harvested: target returns to life with a small permanent scar, soul unambiguously theirs again.
  • The Patron Warns You — 1 minute; can't be surprised, Perception/initiative bonus, one reroll of a failed save against an unseen attack.
  • Choir's Wrath — 60-ft burst; Fortitude save for half, all affected frightened 2 regardless of outcome.

10th Rank

  • The Last Entry — Once per Cultist ever: rewrite one small, specific, recent fact of reality. GM sets scope and cost — a plot event, not a button.
  • Everyone's Patron Now — 60-ft burst; critical failures dominated, failures charmed, both for 1 minute.
  • The Final Toll — Target reduced to 0 HP by this spell's damage has its soul consumed outright, denied to any afterlife or harvester; you gain a large temporary power surge.
  • Seal the Frequency — Ward a 100-ft area against all spiritual intrusion for 24 hours — no possession, Anchoring, ghost-machine activation, or uninvited spirit crossing.
Cleric reskin · Bonus/rare-access · Faith-bearer

Vigil

Divine tradition · True Faith pillar
DivineFull CasterGrace / Cinders

"The gates are locked. You're one of the very few people left who still stands at them and knocks."

The Miracle / Unmaking Ladder

Not a spell list in the normal sense — three tiers, each a short menu the Path (Unanswered or Choir of Ash) picks from at the moment of casting. Cost is the Grace/Cinders pool: Lesser = 1 point, Greater = full current pool, Great = full pool at max cap.

Lesser 1st level · 1 Grace or Cinder
  • Mend the Break — A wound closes clean; restore a large flat amount of HP, no roll.
  • Compel the Truth — Target must speak one true sentence in answer to a question.
  • Grant Peace — A soul on the edge of becoming a raging spirit passes on cleanly; corpse can't be bound/reanimated the rest of the scene.
  • Kindled Edge — One weapon you touch deals an extra damage die of fire on its next hit this turn.
  • Borrowed Obedience — A machine-spirit or ghost-machine within 30 feet must save or follow one harmless instruction this turn.
  • Structural Fault — A single unattended structural point fails outright, exactly where you need it to.
Greater 9th level · full current pool
  • One More Breath — A creature dead less than a minute draws one final breath and speaks a short sentence.
  • Green Season — A radiation-scarred acre becomes safe and fertile for one full season.
  • Broken Despair — 60-ft burst; frightened/grief-sick allies and bystanders are freed and gain +2 status to Will saves for the day.
  • Ash and Rebar — A single building becomes rubble instantly; save applies only if anyone's inside.
  • Turned Machines — Every ghost-machine within 60 feet must save or turn on its masters for 1 minute.
  • The Cut Memory — Permanently remove one memory from a willing or helpless target only.
Great 17th level · full pool at max cap · leaves a permanent Testament Mark
  • Walk Home — Fresh corpses across a large radius rise, walk home under their own power, and lie back down — permanently unbindable afterward.
  • The Water Recedes — A drowned district's floodwaters pull back for 24 hours.
  • Silence the Epidemic — Every raging spirit within miles falls permanently, genuinely still.
  • The Fortress Falls — A fortified structure of any size becomes a crater. Full stop.
  • One Call Answered — Every raging spirit within miles converges on one point over the following hour.
  • The Seal Weakens — Uriel's prison measurably and permanently weakens. Rare enough to count on one hand across a campaign.

Cantrips

The ordinary, day-to-day prepared list — small, patient, unglamorous acts between the rare Miracles.

  • Small Mercy — One creature gains a status bonus to its next skill check or attack roll.
  • The Knock — Spirit damage to a target — the sound of still knocking on a door that hasn't opened in two hundred years.
  • Ember-Wick — A steady point of light, unaffected by wind or rain. Read As — Unanswered: a candle-flame. Choir of Ash: a coal-red ember.
  • Steady the Failing — Touch a dying creature; they stop losing ground for now.
  • Listening at the Gate — Feel where a working, ward, curse, or old machine is nearby, without learning what it does.
  • The Weight of a Look — Mental damage and a stumble as a creature feels how small it is against what you serve.
  • Between You and Harm — Interpose; AC bonus for you and an ally until your next action.
  • The Mark That Waits — Leave an invisible sign only you (or your choice) can later sense at a distance, once.

1st Rank

  • Tend the Wound — Touch; close a modest amount of harm, no roll required.
  • The Vigil Holds — Status bonus to attack or saves for several allies for several minutes.
  • One Word — Speak a single-word imperative; target obeys for exactly one action unless it resists.
  • Within the Threshold — Draw a line hostile creatures can't cross to strike you directly without paying a real cost.

2nd Rank

  • Set Right — Touch; lift one specific, nagging ailment, no roll if minor.
  • The Hush — A radius goes silent, in and out, for as long as sustained.
  • Skin Against the Ash — One creature shrugs off a chosen harm type with reduced effect for several minutes.
  • Where Lies Curdle — Anyone knowingly lying within the radius takes a penalty to the check behind the lie.

3rd Rank

  • Given Weight — Enemies' next several actions carry a status penalty.
  • Unbind — Touch; attempt to break a lingering curse, geas, or bound affliction outright.
  • The Watcher at Your Back — A half-seen presence strikes anything adjacent to you, sustained.
  • What the Dark Remembers — Target reckons with everything it's afraid of losing; frightened.

4th Rank

  • The Reckoning Comes — Damage to corrupted/undead/machine-possessed targets in range only.
  • Past the Reach of the Grave — Resistance to death effects, soul-drain, and premature raging-spirit transformation.
  • Undo the Rot — Touch; cure a serious disease, neutralize poison, or lift paralysis in one working.
  • Hold the Line — Wide-radius status bonus against fear, control, and persuasion.

5th Rank

  • The Watcher Grows Teeth — As The Watcher at Your Back, but can strike a chosen creature within reach.
  • Send It Back — A save-or-be-expelled effect against a raging spirit, possessor, or out-of-terms bound thing.
  • The Long Mending — Touch; close substantial harm, or divide among several creatures in reach.
  • See Past the Mask — See through disguise, illusion, and possession for several minutes.

6th Rank

  • The Ring Unbroken — A wide stationary ward keeps possessed/undead/raging-spirit-touched things out.
  • Struck Blind, Struck Deaf — Enemies lose sight, hearing, or both for several minutes unless they resist.
  • Undo the Unmaking — Reaches further than Undo the Rot — partial petrification, curse-madness, stubborn afflictions.
  • Skin Against the Ash, Shared — As Skin Against the Ash, for every ally in a wide radius.

7th Rank

  • The Thread Between Us — Damage taken by bound allies can be split; healing echoes to the rest.
  • The Reckoning Comes, Louder — Wider, harder-to-shrug-off version of The Reckoning Comes.
  • Cast Them Out — Wide-area version of Send It Back — a temporary clearing of the field.
  • A Glimpse Past the Hour — Once before resting, ask one yes/no question about the immediate future.

8th Rank

  • Nothing Left Unmended — Touch; close grievous, lingering harm all at once — the ceiling before a Miracle.
  • The Blade Remembers Its Purpose — A weapon becomes exceptionally effective against a named enemy type.
  • The Ground Holds — Ward a significant area against despair, possession, and raging spirits while sustained.
  • One Command, Many Ears — As One Word, but every enemy hearing it in a wide radius contends with it at once.

9th Rank

  • What Was Taken, Returned — Touch; restore a lost limb or piece of the body. Not resurrection.
  • Closed to Them — Wide-radius ward against possession, mind control, and outside intrusion, long duration.
  • The Gate Shuts — Larger, longer-lasting version of Cast Them Out.
  • The Hour Before — As A Glimpse Past the Hour, but two questions, held all day.

10th Rank

  • The Watch Doesn't End — A wide-area working keeps every wounded creature stable and mending, unattended.
  • Ash Over the Threshold — A whole settlement warded against despair, possession, and raging spirits.
  • The Last Word Spoken Kindly — Everyone within a wide radius stops, briefly, at your word.
  • What the Silence Allows — Once between rests, send one true short message to a named person anywhere, at real cost.
Animist reskin · Soul-economy by relationship

Hollowbound

Occult tradition · Soul-economy pillar
OccultFull CasterThe Toll / Parley

Covenant Vessel Spells

Chosen at 1st level. Each Covenant grants three Vessel spells drawn only from spirits of that type. Pushing any Vessel spell risks the shared Fraying Table — Ghost-Static risks it least, Wailing Debt most.

Ghost-Static machine spirits · lowest risk
  • Rail Line's Memory — You and allies within 30 feet treat unfamiliar mechanical terrain as familiar for Perception/Survival, 10 minutes.
  • Dead Hand's Grip — A construct or machine within 30 feet activates for you, or a hostile one is stopped in place for 1 round on a failed save.
  • Static Between Stations — You and the Hollow gain concealment against electronic/mechanical/ghost-machine senses for 1 minute.
Wailing Debt restless dead · highest power & risk
  • Borrowed Grief — Touch; mental damage as the target feels the spirit's unresolved dying moment. Always risks Fraying, even on a clean cast.
  • The Unburied Say — Learn how the spirit's death connects to something present right now.
  • Keep Wailing — Target is frightened 2 (no save if already off-guard/flat-footed, Will save otherwise).
Long-Shadow ancestor/residual-adjacent · narrative-first
  • Ask the Elder — 10-minute downtime activity; consult the spirit for a genuine in-character hint on a decision the party's facing.
  • Steadying Hand — An ally within 30 feet gains a +1 status bonus to their next save.
  • The Line Remembers — Recall one relevant fact about your own bloodline, home, or people that you didn't consciously know.

Cantrips

The everyday favors — ordinary passing dead bargained with cheaply, one small toll at a time. Any Hollowbound can Parley for these regardless of Covenant.

  • Static Read — Sense the general presence and rough strength of anything soul-touched within 30 feet for a minute.
  • Borrowed Voice — Produce any sound from any point within 60 feet you can see, while concentrating.
  • Line to Nowhere — Hand a message to whichever dead thing is closest to your destination; it reaches someone you've met, on the same stretch of ground.
  • Small Toll — Minor mental damage and stupefied 1 until your next turn — the closest thing on this list to a slap.
  • Quiet Nudge — Touch; the next check before your next turn gains a +1 status bonus.
  • Static Mark — Sense a marked creature or object's direction/distance indefinitely, until released.
  • Half-Seen — A minor illusory image, sound, or both, no bigger than you.
  • First Ward — Until your next turn, the next instance of incorporeal/spirit-touched damage or condition is reduced or negated.

1st Rank

  • Two Ends of a Wire — Mental conversation with one willing creature within 30 feet for 10 minutes.
  • A Kindness Remembered — Will save; on failure, target's attitude improves for 10 minutes, no memory of why.
  • Old Grief — Will save; frightened 2 on failure, fleeing too on a critical failure.
  • Borrowed Face — Take on a specific or generic appearance for 10 minutes; fools sight, not close scrutiny.

2nd Rank

  • Gather Round — Up to 10 creatures within 60 feet become fascinated with you for 1 minute on a failed save.
  • Static Burst — 15-ft burst; mental damage plus deafened on a failed Fortitude save.
  • Second Sight — See invisible, incorporeal, and unseen creatures within 30 feet for 10 minutes.
  • Ask the Wire — Learn one true, specific fact about an event in your location within the past 24 hours.

3rd Rank

  • The Long Suggestion — Will save; target follows a reasonable-sounding suggested course of action for up to 1 minute.
  • Calling Card — Learn a marked target's direction and rough distance, once, any time within 24 hours.
  • Uncounted Faces — Two illusory duplicates of yourself; attacks may strike one instead of you.
  • Salt the Line — A 10-ft warded boundary spirits and incorporeal creatures can't willingly cross for 10 minutes.

4th Rank

  • Cross Wires — Will save; confused for 1 minute on failure.
  • Small Mercy — Suppress one memory of a specific event for 24 hours in a willing or unconscious creature.
  • The Crowd Remembers — 30-ft emanation; frightened 2 (3 on critical failure) on a failed Will save.
  • Shut the Door — Touch; +2 status bonus vs. possession/mental control/incorporeal intrusion for 10 minutes.

5th Rank

  • Open Line — Will save; read surface thoughts and intentions for 1 minute on failure.
  • The Favor Owed — Will save; target follows one command for up to 1 minute; immune to this exact effect for 24 hours after succeeding.
  • Hall of Faces — Illusory stand-ins may absorb targeted effects for 1 minute.
  • Last Rites, Reversed — A possessed/bound/influenced creature gets a new save at +4; can forcibly evict an unwilling spirit on a critical success.

6th Rank

  • Party Line — Up to 5 willing creatures within 120 feet share a mental line for 1 hour.
  • The Wire Goes Quiet — Will save; stupefied 4 for 1 minute, lasting without magical healing on a critical failure.
  • What the Grave Remembers — A known sleeping target within a mile takes mental damage and wakes exhausted unless it saves.
  • Not Quite Arrived — Invisible for 1 minute — genuinely hard to fix a gaze on, not silent or intangible.

7th Rank

  • Everyone Talks at Once — 30-ft burst; Will save, confused for 1 minute on failure.
  • Open the Whole Line — Will save; learn a target's greatest goal, fear, and one active secret on failure.
  • The Debt Called In — Will save; target falls fully under your control for 1 minute on failure. The ugliest spell on this list.
  • Ride the Static — You and up to 5 willing creatures teleport up to a mile to a known location.

8th Rank

  • No Vacancy — Touch; 24-hour immunity to possession, mind-reading, and mental control.
  • True Static — Automatic sight through illusion, invisibility, disguise, incorporeality for 10 minutes.
  • Every Line At Once — Every creature within 60 feet who perceives you becomes fascinated on a failed save; deep failures end friendly.
  • Unmake the Face — Will save; confused + mental damage on failure; critical failure erases a piece of identity until restored.

9th Rank

  • Nowhere Is Safe — Learn a known target's exact continental location, unblockable short of a dead-specific ward.
  • The Long Toll — Once per day, ask the GM a specific question about the immediate future; costs a lingering unease.
  • Weight of the Unburied — 30-ft burst on a named target; heavy mental damage, catatonic 1 minute on a failed Will save.
  • Cut the Wire — Free a possessed creature/object outright if the possessing spirit is weaker than you, no save.

10th Rank

  • Everyone You Ever Wronged — Will save; paralyzed with terror and severe mental damage on failure; permanent flaw on critical failure.
  • The Whole Network — Up to 20 willing creatures within a mile share an instant mental link for 1 hour.
  • Final Ledger — Will save; on failure, answer your next three questions honestly and act on one instruction.
  • Walk Between — Vanish into the drifting dead for up to 8 hours; observe faintly, return early at will, at an unspecified cost.
Oracle reskin · Bonus/expanded · Channeler of an Indifferent Process

Reckoner

Divine tradition · Religion signature skill · Beyond the Triangle
DivineFull CasterThe Litany / Overflow

"It isn't listening. It was never listening. You draw on it anyway, and you pay for the privilege whether it noticed or not."

Aspect Signatures

Chosen at 1st level: a Source (Halving/Singularity/Outside) and one of its four Aspects. All draw Overflow via the Litany and advance the Reckoning normally.

The Halving decay / entropy
  • Rust Touch Half-Light — Melee touch; worn armor or a held metal weapon corrodes, permanent −1 item penalty until repaired.
  • The Slow Pull Undertow — Target slowed 1 for 1 minute; ground behaves as if ankle-deep in rising water.
  • Heat Debt Cold Reckoning — Cold damage now, then a 1-minute chill anyone touching or adjacent takes once.
  • The Failure Point Long Arithmetic — Identify the exact point an object, structure, or plan will fail — a DC and description, always true.
The Singularity creation and destruction as one event
  • The Line Event Horizon — A 30-ft one-directional line; crossing it deals damage and blocks crossing back this encounter.
  • The Leak Hawking Radiation — Passive: at the start of each turn, one enemy within 30 feet takes trivial unavoidable damage. No action needed.
  • The Stretch Spaghettification — Target slowed 1, worsening by 1 step each round sustained.
  • The Orbit Inspiral — Two creatures (or a creature and a point) within 60 feet pulled 5 feet closer each round sustained.
The Outside a direction, not a law or a mass
  • Wrong Way Warped Angles — Ignore facing/flanking/straight-line movement for 1 round.
  • No Word For It The Unspeakable — A creature that saw you cast this cannot accurately describe you to anyone for 24 hours.
  • The Answer Forbidden Cognition — Instantly know one true, specific fact about a target, at a small immediate personal cost. No save.
  • One More The Many — For 1 round, extend your reach 5 feet, or make one additional Strike as part of an attack action.

Cantrips

Source-agnostic — every Reckoner has access regardless of Source/Aspect. Variant flavor by Source, mechanics unchanged.

  • Cold Arithmetic — Ranged attack; force damage as a quantity is deducted without ceremony.
  • The Nudge — A small status bonus to one check for you or an ally before your next turn.
  • Borrowed Luminance — An object sheds cold, colorless light in a 20-foot radius for 10 minutes.
  • Small Correction — Touch a broken unattended object; it mends as entropy briefly runs backward.
  • Read the Pattern — Sense whether magic is present within 30 feet, and roughly how it's shaped.
  • Held Ledger — One creature takes a status penalty to its next attack roll against you or an ally.
  • The Mark of Record — An unscrubbable mark; you always know when it's within 60 feet.
  • True Bearing — Learn the exact direction/distance to a familiar fixed place, person, or object.

1st Rank

  • Fixed Point — For 1 minute, hostile targeting of you or an ally requires a save first or wastes the action.
  • The Compelled Entry — 20-ft burst; anyone who speaks must speak truthfully for 1 minute or take backlash damage.
  • Small Mercy — Touch; restore modest HP, redistributed from somewhere nearby rather than created.
  • The Single Instruction — One creature obeys a single one-word command or takes a status penalty to its next save vs. you.
  • Cold Front — Target enfeebled 1 for 1 minute as momentum and warmth bleed measurably out.

2nd Rank

  • The Standing Account — Learn whether a stated course of action trends toward surplus or deficit.
  • Split the Difference — Up to four creatures' emotional extremes are flattened for 1 minute.
  • Borrowed Momentum — A willing creature gains a Speed status bonus for 1 minute.
  • The Long Division — See through low-rank illusion/invisibility on one target for 10 minutes.
  • Ledger's Weight — One creature is muted — no speech, verbal spells, or noise above a whisper for 1 minute (Will negates).

3rd Rank

  • The Widening Gap — Remove one disease, poison, or curse of this spell's rank or lower.
  • The Partition — A flat invisible barrier up to 30 ft long/10 ft high blocks movement and line of effect.
  • Cascading Failure — 15-ft burst; Reflex save, prone and damage on failure.
  • The Unbalanced Scale — Slow one creature or haste one willing ally for 1 minute.
  • Deep Reading — Learn the current location of a familiar creature or object on the same plane.

4th Rank

  • Unbroken Passage — Ignore difficult terrain and movement-impairing effects, 5 minutes, for you and up to four allies.
  • Redistribution — Restore significant HP to up to four creatures; something nearby goes colder/staler for it.
  • The Failing Structure — 30-ft burst; heavy damage and possible collapse to structures/cover, prone on Reflex failure.
  • Silent Ledger — Resistance to mental effects and a Will save bonus for up to four allies, 10 minutes.
  • The Widening Eye — A remote sensor at a known location, up to a mile per rank, for 1 minute.

5th Rank

  • Mass Correction — Restore HP to up to six creatures; the toll is visible this time — ground nearby goes dead for the season.
  • The Closing Account — A non-native creature is forced back to its plane of origin (Will negates).
  • Cold Snap — 30-ft cone; heavy cold damage (Reflex for half), area remains difficult terrain for 1 minute.
  • True Ledger — See through all concealment/illusion/disguise for 10 minutes; lies register as lies.
  • Fixed Outcome — Once per round for 1 minute, reroll a failed save and take the second result.

6th Rank

  • Ashfall Verdict — Fortitude save; target begins turning to ash over a minute — a preview of the inevitable.
  • Ward Absolute — Substantial AC/save bonus for you and up to six allies, 1 minute.
  • The Long Silence — 40-ft burst; no spell of this rank or lower can be cast or function for 1 minute — allies included.
  • The Accounting — You and up to three allies each remotely perceive a different chosen location for 1 minute.

7th Rank

  • The Correction — 60-ft burst; severe indifferent force damage (Reflex for half).
  • The Reassembly — Restore a severed limb or catastrophic damage to a willing creature over 10 minutes.
  • The Sidestep — You and up to eight willing creatures step through the Outside to a known location.
  • The Unwritten Confession — 60-ft burst; anyone who's knowingly wronged you or an ally this year takes backlash (Will negates).
  • Return to Sender — For 1 minute, the next three harmful spells targeting you redirect to their casters.

8th Rank

  • The Vast Indifference — 60-ft burst; catastrophic damage (Reflex for half); area difficult terrain for 24 hours.
  • Ward Beyond Reason — Immunity to poison/disease/mind-affecting below this rank, resistance to the rest, for up to eight allies.
  • The Debt Collectors — Summon up to four temporary constructs for 1 minute; they vanish completely after, remembering nothing.
  • The Long Falling — 40-ft burst; Fortitude save, slowed 2 for 1 minute on failure.

9th Rank

  • The Unclaimed Return — Recover a soul dead under 24 hours before any harvester claims it. Permanent Reckoning stage cost, paid regardless.
  • The Foreseen Stage — Large AC/Reflex bonus and immunity to being caught flat-footed, 10 minutes.
  • The Great Correction — Up to four non-native creatures forced back to their origin plane at once (Will negates).
  • Borrowed Instant — Act freely for several rounds while the world holds still, before the toll comes due.

10th Rank

  • The Final Ledger Entry — Once ever: a single literal, indifferent request granted at reality-altering scale. Permanent, severe Reckoning cost by design.
  • The Reclaimed — As The Unclaimed Return, wider window, rarer and more desperate.
  • The Collapse — A 120-ft burst of world-ending indifference; catastrophic damage, cratered/irradiated ground after.
  • Absolute Zero — 100-ft burst; all magic of every tradition, including your own, stops functioning for 1 minute.
Champion reskin · Bound Defender

Sworn

Divine devotion spells · cuts across all three pillars
DivineFocus OnlyConviction / Vows

"Every promise in Cinderfall is collateral of some kind. Yours just happens to swing a warhammer, and something is always watching to see if you default."

A small Focus Pool (Conviction — renamed Leverage/Cinders/Resolve per Oath) fuels two Vows per Oath. The Answer is each Oath's signature reaction, included for completeness.

The Binding Clause Corporate Oath

  • Collateral Ward — Touch an ally; redirect a fixed portion of their next damage to yourself before your next turn.
  • Repossession Notice — An enemy within 30 feet takes a status penalty to its next Will save as it's served formal notice.
  • The Answer — Foreclosure Strike — Reaction on your Ward taking damage; Strike the attacker, on a hit it owes a status penalty to its next save vs. you.

The Cinder Vow Choir Oath

  • Kindling's Mark — Touch a target judged worth hastening toward its end; easier to destroy for the scene.
  • Ash Already Falling — Fire resistance for you and allies within 20 feet, 1 minute.
  • The Answer — Hasten the End — Reaction when your Ward would be denied its ending; Strike or destroy whatever's doing the saving.

The Unwritten Oath Free Oath

  • My Word Alone — Touch an ally; +1 circumstance bonus to their next save, no institution backing it.
  • Nobody Else's Rules — Immune to one chosen fear/compulsion/institutional-authority effect for 1 minute.
  • The Answer — Because I Said So — Reaction when your self-named Ward is threatened; Strike with no restriction attached.
Thaumaturge reskin · Exorcist / anchor-hunter

Wardbreaker

Occult tradition · innate, fixed spells — no per-rank list
OccultInnate OnlyAnchor / Ward

Core Loop

  • Static innate, at-will, passive — A constant, low-grade sense for nearby Anchored spirits and hostile ghost-machines within 60 feet — always on.
  • Name the Anchor innate, 1 action, at-will — Perception/Occultism check vs. a hostile spirit or ghost-machine's Will DC; success learns its Anchor and unlocks targeting it.
  • Ward-Scrawled Charm craftable consumable — A one-use prepared item storing a single Static or Name the Anchor effect for an untrained ally to trigger later.

Break the Anchor, by Ward

Limited uses/day, chosen at 1st level. Only works on a Named target.

  • Warded Blade — Melee Strike vs. a Named target; on a hit, a burst of extra precision damage ignoring non-physical resistance.
  • Ash-Iron Lantern — 15-ft emanation; Named targets take damage, allies inside can't be possessed/Anchored until your next turn.
  • Binding Chain — Against a Named target defeated this scene, bind it as a servant-spirit instead of destroying it.
  • Static-Glass Mirror — 60-ft range; reveals a Named target's true form/location through disguise, invisibility, or possession, and lets you trigger any other Break the Anchor effect at range.
Inventor reskin · Engineer/Gadgeteer

Scrapwright

No spellcasting · Cybernetics/Nanites pillar
Non-CasterRig / Redline

"You didn't build a machine. You gave something dead a reason to get up again."

Ghost-Rig

  • Scrap-Bound ChassisMk I · 1st — Fights, flanks, and hauls at your Command; light shield or basic slam; flinches at loud noises and cold.
  • First OpinionsMk II · 5th — Second Command an Action/turn, resistance to its own damage type, a scavenged limb upgrade it can use unprompted, can act without command once/encounter when threatened.
  • A Name It Chose ItselfMk III · 11th — Immune to fear, resistance to precision damage, a reaction of its own, three or four words of broken speech.
  • Ghost with a GrudgeMk IV · 17th — Fully independent ally whether or not you spend actions, retains memory across rebuilds, a signature once/encounter maneuver ignoring Slippage.

Iron Lung

  • Exo-Frame, First FittingMk I · 1st — Item AC bonus, 2 mod slots, a sealed collar against inhaled hazards.
  • Load-Bearing UpgradeMk II · 5th — 4 mod slots, resistance to a chosen physical type (reconfigurable), a semi-integrated weapon hardpoint.
  • Piston Legs and a Reason to RunMk III · 11th — 6 mod slots, Speed and jump bonuses, full vacuum/toxic-atmosphere seal.
  • The Frame That Won't QuitMk IV · 17th — Effectively unlimited small mod slots, resistance to all physical types, once/day absorb a killing blow into full Slippage instead of death.

Widowmaker

  • One Gun, Many GrudgesMk I · 1st — Reconfigure damage type once/day among a starting list; one bonus weapon trait baked in.
  • Two Barrels' Worth of ArgumentMk II · 5th — Swap damage type twice/day, pre-prep two configs for a single-action switch; a secondary firing/fighting mode.
  • The Shot Everyone RemembersMk III · 11th — Limited daily called-shot action with extra damage; alternate mode expands into an area attack, triggerable via Redline.
  • It Doesn't Miss AnymoreMk IV · 17th — Free unlimited reconfiguration, called-shot upgrades to a once/encounter ultimate ignoring resistance, bonus free Redline on a crit.

Doctrine Options

Scavenger
  • Field Splice — Patch your Rig for modest HP mid-fight, no downtime required.
  • Magpie Reflexes — Circumstance bonus to Acrobatics/Athletics when ending movement adjacent to wreckage.
  • Waste Not — Extra Static Cell charge when you or your Rig destroys a construct/machine.
  • Ghost Sense — Doctrine-flavored detection for nearby Ghost-Static, unstable reactors, or scavenged-tech traps.
  • Patch-Job Plus — Field repairs can also restore a small amount of HP to a living ally next to your Rig.
Reliquary
  • Bind Lesser Static — Capture a fragment of Ghost-Static as a reserve charge for a later Redline surge.
  • Borrowed Sight — Once/day, borrow a bound fragment's dying sensory impressions for a short duration.
  • Flash Exorcism — Reaction vs. a hostile spirit/ghost-construct; damage plus a status penalty on its next action.
  • Static Communion — Hold a halting one-sided conversation with any Ghost-Static-bearing machine or spirit fragment.
  • Warded Housing — Your Rig's core gains resistance to possession, banishment, and anti-spirit effects.
Warframe
  • Bulwark Plating — Extra mod slots' worth of plate for AC/damage reduction, at a Speed cost.
  • Draw Its Fire — Force nearby enemies to treat you as the most attractive target for a duration.
  • Adrenal Overclock — Once/encounter, temporary HP scaling with level, no Redline roll.
  • Ram Protocol — Bonus damage and a prone/push chance on Strikes after moving in a straight line.
  • Fortress Stance — Trade Speed for a scaling AC bonus and damage resistance while stationary.
Alchemist reskin · Bio-artificer/Mutator

Flesh-mancer

No spellcasting · Flesh-mancy pillar
Non-CasterVitae / The Cut

"The body is just meat that hasn't been told what it could be yet."

Butcher's Grafts

  • Bile LanceMk I — 2d6 acid + 1 splash; permanent armor −1 after the third exposure.
  • Boil-SacMk I — 1d6 poison in a 5-ft burst, sickened 1 on a failed Fortitude save; lingering concealment.
  • Marrow Shard ChargeMk I — 2d4 piercing + persistent bleed 1d4; shard-lodged Perception penalty until treated.
  • Weeping BoilMk II — 4d6 acid in a 10-ft burst (splash 2), persistent acid 1d4; ground blisters into difficult terrain.
  • Screamer ChargeMk II — 3d8 sonic, deafened 1 minute on failure; frightened 2 on critical failure.
  • Clotting ChargeMk II — 3d6 bludgeoning, immobilized until Escape/Athletics; struggling tears the clot for 1d6 bleed.
  • Hemorrhage ChargeMk III — 8d6 bleed direct, persistent bleed 2d6; adjacent creatures may be sickened 2 from the spray.
  • Cascade BloomMk III — 6d6 acid in a 15-ft burst, then two more 4d6 delayed detonations.
  • Marrow Cannon ShellMk III — 7d10 piercing, ignores 5 Hardness/resistance; critical hit lodges persistent bleed 2d8.
  • The Reaping CutMk IV — 14d6 negative in a 30-ft burst; regain Vitae equal to a quarter of the damage dealt to the worst-hit creature.
  • Last Rites ChargeMk IV — 16d6 damage of your choice in a 20-ft burst; anything reduced to 0 HP rises as a Bloom-thrall under your command.

Grafter's Grafts

  • Quick Suture KitMk I — Restores 2d8 HP; usable on the unwilling with a grapple.
  • Clot-DraughtMk I — Ends one instance of persistent bleed; +2 item bonus vs. bleed/Vitae drain for 1 minute.
  • Splint-GraftMk I — Removes clumsy from a broken limb for 10 minutes; restores 1d6 HP.
  • Second Wind SerumMk II — Restores 4d8 HP, removes drained/enfeebled/clumsy (choice); removes a wounded stage if dying.
  • Marrow-Knit DraughtMk II — 3d8 HP over 3 rounds; final dose auto-mends bleed/poison/disease.
  • Field Amputation KitMk II — Sever an afflicted limb to end the affliction; stabilize with 2d8 temporary HP.
  • Resurrection Draught (Field-Grade)Mk III — Within 1 minute of death: return to 1 HP, stunned 1, drained 2, permanently unsettled by what waits past the locked Gates.
  • Total Reconstruction SerumMk III — Restores 8d8 HP, clears drained/enfeebled/sickened/clumsy, resistance 5 physical for 1 minute.
  • Antivenin BloomMk III — Removes any number of diseases/poisons instantly; +4 vs. disease/poison for 24 hours.
  • The Mercy CutMk IV — Restores 12d8 HP, clears the full condition list, auto-stabilizes once against imminent death.
  • Second Chance DraughtMk IV — Returns a creature dead under 10 minutes to half HP, marked with a visible Bloom-scar and disadvantage on death saves until cleansed.

Skinwalker's Grafts

  • Brawn-Graft SerumMk I — +2 status to melee damage and Athletics for 1 minute; social penalty from anyone who watches you drink it.
  • Panther DraughtMk I — +10 ft Speed and +2 Acrobatics for 1 minute; enfeebled 1 for 1 round after.
  • Hide-Graft TonicMk I — Resistance 3 physical and +1 item AC for 1 minute; −1 Reflex penalty.
  • Apex DraughtMk II — +3 melee damage, +10 ft Speed, a grown natural claw (1d8) for 1 minute.
  • Chameleon's BloomMk II — +4 Stealth and minor disguise for 1 minute; Bloom failure can lock the appearance for a week.
  • Second Skin DraughtMk II — Resistance 6 physical and immunity to your own Graft side effects for 1 minute; shed hide harvestable as Vitae.
  • Titan's CutMk III — +4 melee damage, +10 temp HP, Shove/Trip two sizes larger for 1 minute; audible joint-grinding.
  • The Long ChangeMk III — +3 to two physical skills, resistance 5 physical, a natural weapon for 10 minutes; double Bloom risk roll.
  • Wraith-Muscle DraughtMk III — +15 ft Speed, Squeeze freely, grab resistance for 1 minute; −2 Fortitude for the duration.
  • Apotheosis DraughtMk IV — +4 melee damage, resistance 10 physical, +15 ft Speed, two natural weapons for 1 minute; drained 2 after.
  • The Final ShapeMk IV — Once/day, 10-minute battle-form: +4 melee damage, resistance 10 physical, Bloom-immune, +5 reach; collapse drained 3 after.

Plaguewright's Grafts

  • Rot-NeedleMk I — 1d4 poison, stage-1 sickened 1 affliction, worsening to slowed 1 in a minute if untreated.
  • Weeping Spore VialMk I — 1d6 poison in a 10-ft burst, sickened 1 on failure; cloud reapplies for 1 round.
  • Numbing DraughtMk I — Weapon coating; next hit adds 1d6 poison and enfeebled 1 for 1 minute on failure.
  • Patient Zero's DraughtMk II — 3d6 poison, 3-stage affliction; contact spreads stage 1 within a minute.
  • Bloodfire ToxinMk II — 4d6 poison plus persistent fire 1d6, treatable only via Medicine/antitoxin.
  • Mind-Rot SporesMk II — 2d6 poison, confused 1 round on failure; permanent 1d4 Intelligence-equivalent drain on critical failure.
  • Cascading Plague DraughtMk III — 6d6 poison, 4-stage affliction that spreads to adjacent creatures until quarantined.
  • Necrotic Bloom ToxinMk III — 8d6 negative; doomed 1 on a failed Fortitude save.
  • Choir's Whisper DraughtMk III — 5d6 poison, stupefied 2 and frightened 1 for 1 minute on a failed Will save.
  • Genesis PlagueMk IV — 12d6 poison, 5-stage affliction ending in paralysis and drained 4; airborne-contagious for 1 minute. You're permanently immune.
  • The Choir Invites YouMk IV — 14d6 negative; failed Will save compels the target to spread the Choir's hymn to the next creature it meets.
Ranger reskin · Tracker/Beast-Bonded Scout

Waywarden

No spellcasting · Wilderness pillar (outside the Triangle)
Non-CasterFeral Bond / The Mark

"Everything out here mutated to survive. You just found the one that'll let you ride along."

Snapjaw predator

  • Whelp1st — Solid Bite attack; on a hit can hook a Marked target off balance for a movement/Escape penalty. Fast, one-trick, fearless.
  • Bonded5th — The hook upgrades to a genuine trip attempt; you and the Snapjaw time joint charges when flanking the same target together.
  • Alpha11th — Either of you landing a hit on a Marked target opens it off-guard for the other's next attack before your next turn, regardless of who struck first.
  • Apex-Touched17th — Any ally can hand the opening to your Snapjaw; twice/encounter you may both commit to one coordinated strike against the same Marked target.

Carapace bulwark

  • Whelp1st — Plants between you and an attacker for Lesser Cover; more HP/AC than the other Bonds' whelp stage, never flees.
  • Bonded5th — Cover upgrades to Standard; can Shove/Disrupt a creature trying to push past it.
  • Alpha11th — Rideable, with its own Speed and stability; cover extends to you while mounted; can bodycheck into a Shove.
  • Apex-Touched17th — Full-Speed movement across otherwise-difficult terrain while mounted, can carry a second rider or gear; cover is absolute against non-facing attacks while mounted.

Wingtouched scout

  • Whelp1st — Scouts ahead, reports back in simple terms (direction, distance, danger/clear). Fragile, fast, high.
  • Bonded5th — Ranges farther without returning; reports specifics — shape, number, direction, scent-trail.
  • Alpha11th — See through its eyes on demand (your own body left blind meanwhile); it gains real hover/stall/dive precision as an aerial harasser.
  • Apex-Touched17th — Perceive through both bodies simultaneously; it can dive-strike a Marked quarry and climb back out of retaliation range in the same pass.

Wasteland Edge Techniques

Twin Fang
  • Crossbite — Commit both weapons (or weapon + Snapjaw jaws) into one overlapping strike, trading accuracy for double-connect odds.
  • Scissor Strike — Both blows landing on the same Marked target opens a lingering bleed.
  • Barrage Reset — Convert a heavily-penalized third attack into a fresh strike at reduced penalty, vs. your current Mark only.
  • Whirlwind of Fangs — After drawing blood from your Mark this turn, a wide double-strike catches everyone else adjacent to it too.
Deadeye
  • The Long Wait — A full round watching a Marked quarry builds a shot that ignores a slice of its cover.
  • Widowmaker's Choice — Spend the action lining up instead of firing; the next shot converts a hit to full precision damage.
  • Threading the Needle — Treats a Marked quarry's cover (rubble, allies) as substantially thinner than it should be.
  • One Scar, One Shot — Precision damage spikes hard against a Marked quarry already below half HP.
Ghostwalker
  • Ash-Step — A trail-free movement burst for you and your Bond, no attacks of opportunity.
  • Vanish Between Blinks — Become undetected to a Marked quarry specifically, even outside normal hiding conditions.
  • Silent Verdict — Striking an unaware Marked quarry converts the attack to a precision strike beyond ordinary surprise.
  • Grey Man's Gambit — Feed a Marked quarry a false read on your position, forcing a misjudged reaction or attack of opportunity.
Rogue reskin · Infiltrator/Skill Specialist

Scavenger-Spy

No spellcasting · Skills & Subterfuge pillar (outside the Triangle)
Non-CasterAngle / Overreach

"Every corp thinks you work for someone else's corp. That's the job going well."

Cutpurse Dex · smuggling/theft

  • Blank-Face LiftNovice — Pick a pocket or swap a tag mid-conversation; the check to notice is against Deception, not Stealth.
  • Skeleton ReadNovice — Know a mundane lock/scanner's make, weak point, and time-to-beat at a glance.
  • Soft OunceNovice — Lift and return an item before it's noticed missing, buying real time before discovery.
  • One MotionNovice — Open a mundane lock and search behind it as a single flowing action.
  • Checkpoint Face-SwapSkilled — Palm and present a forged credential with the same sleight that lifts a wallet.
  • Ghost the ManifestSkilled — Alter a cargo seal or ledger entry so the discrepancy surfaces weeks later, untraceable.
  • Two-Hand SplitSkilled — Pick a lock and lift a key ring simultaneously; only the worse result actually happens if either draws notice.
  • Load-Bearing DistractionSkilled — Stage a deniable mishap, then exploit the off-guard window it creates.
  • The Long ReachExpert — Lift from a locked/guarded/watched container as if it were an unattended pocket, given prior casing.
  • Walking WireExpert — Bypass an active security system layer by layer, same fluid motion as a lock.
  • The Switch That Isn'tExpert — Swap a genuine item for a fake in full view, using the theft as its own misdirection.
  • Borrowed Ten MinutesExpert — Use a lifted keycard yourself, then return it with no memory of the gap on the mark's end.
  • No Door Built for ThisMaster — Open any lock, vault, or checkpoint you can touch — no roll, barring the truly extraordinary.
  • The Vanishing InventoryMaster — Empty a guarded space of everything worth taking, unnoticed until long after.
  • Everyone's PocketMaster — Pick every pocket/badge/lock in a crowd as a single target while walking through once.
  • The Cutpurse Was Never ThereMaster — Once per job, retroactively pin an accused theft on someone else; the world's paperwork agrees.

Enforcer Str · muscle for hire

  • LoomNovice — Proximity alone makes a target off-guard, no words needed.
  • The AskNovice — A demand phrased as a question and legally deniable, letting fear do the intimidating.
  • Bent FrameNovice — Casually demonstrate destructive capability as incidental conversation for an off-guard opening.
  • Muscle Memory ReadNovice — Read a target's stance to know fold/fight/flee before they decide.
  • Volume ControlSkilled — Escalate loud enough that bystanders clear out rather than intervene.
  • The Collector's PatienceSkilled — Future encounters with you start off-guard, the target remembering exactly how the last one went.
  • Furniture ArgumentSkilled — Break something the mark cares about instead of touching them, for the same rattled effect.
  • Two-for-OneSkilled — Intimidating one target flinches a watching second target into off-guard too.
  • The Reputation PrecedesExpert — Skip the roll entirely against anyone who's heard the stories — off-guard on sight.
  • Break the RoomExpert — Cow an entire group as a single intimidation target, given a clear alpha to make an example of.
  • Silent PercentageExpert — Extract compliance through pure presence, nothing spoken, nothing reportable.
  • Make It PersonalExpert — Threaten what a target values instead of their hide, off-guarding through what they stand to lose.
  • The Legend Walks InMaster — Reputation alone off-guards every target who's heard of you, on identification.
  • Break AnyoneMaster — Given uninterrupted time, extract any true information or compliance — no roll.
  • One Look, One RoomMaster — A single wordless act of presence off-guards every hostile creature in a wide area.
  • The Enforcer's DueMaster — Once per job, name a debt owed and have circumstance conspire to collect it.

Face Cha · cons/infiltration

  • The Warm HandoffNovice — A fabricated identity and shared context treated as established fact by anyone unverified.
  • Borrowed SympathyNovice — A fabricated hardship drops a target's guard through pity, even a cynical one.
  • Reads the Room's ReadsNovice — Watch a target fall for a con aimed at someone else, and know exactly what will land on them.
  • Paper Trail, ThinNovice — A forged credential convincing enough to pass a glance-level check.
  • The Long Game OpensSkilled — Build a fabricated identity over sessions of small interactions before ever asking for anything.
  • Mirror MatchSkilled — Reflect a target's own worldview back at them, off-guarding with eerie agreement.
  • The Confession TrapSkilled — Bait a real confession with a fake vulnerability of your own.
  • Paper Trail, ThickSkilled — Back a forged identity with a fabricated network that survives an actual check.
  • Stand-In For Somebody RealExpert — Impersonate a specific person the target has met, holding up under real scrutiny.
  • The Room Believes YouExpert — Convince an entire group at once, skepticism reinforcing rather than compounding.
  • Say What They Need to HearExpert — Reforge your whole cover mid-conversation the instant you read what's wanted.
  • The Unbreakable AlibiExpert — An alibi so airtight even contrary physical evidence gets explained away.
  • Nobody Knows Your FaceMaster — Witnesses to your act now genuinely recall someone else entirely.
  • The Perfect SomeoneMaster — Become exactly who a target has always wished existed, completely enough to act against their own interest.
  • Every Door Is OpenMaster — Fabricated credentials are treated as verified truth by any bureaucracy or gatekeeper.
  • The Face Behind Every FaceMaster — Once per job, retroactively claim credit for an unexplained past event, and have the evidence agree.

Fixer Int · planning/network

  • Read the BoardNovice — Hand an ally a concrete tactical observation that sets up their next action.
  • The Setup CallNovice — Feint or distract to open a target up for an ally's swing, not your own.
  • Paper the TrailNovice — Falsify a minor record ahead of time so the evidence already agrees with the plan.
  • Contingency, CheapNovice — A minor pre-prepared response to a named risk triggers automatically.
  • The Standing OrderSkilled — A detailed pre-job briefing buys the whole team a full round of coordinated advantage in a crisis.
  • Debuff by DesignSkilled — Pre-identified leverage manifests as a real tactical penalty on the target when it matters.
  • Two Steps AheadSkilled — A predicted countermeasure becomes a prepared answer instead of a costly surprise.
  • The Network Pays OffSkilled — Call in an Underledger favor for information, an asset, or a distraction, at the cost of the favor spent.
  • The Whole PlanExpert — Swap to a prepared branch of a multi-stage job as a reaction when the situation shifts.
  • Everyone's OpeningExpert — Feed the whole party an Opening-equivalent advantage against one target simultaneously.
  • The Trap Already SetExpert — Retroactively reveal a lucky break as something you pre-arranged.
  • Read the Whole BoardExpert — Produce an accurate tactical picture of a hostile organization from partial information.
  • The Plan Doesn't FailMaster — Once per job, reveal a contingency that means a setback never happened.
  • Puppet the BattlefieldMaster — Direct every ally's action for a round as one coordinated maneuver.
  • The Long Con of RecordMaster — A fabricated operational history thorough enough that even the Underledger accepts it as fact.
  • Nothing Happens I Didn't PlanMaster — Once per session, declare a current crisis was anticipated, converting it to a controlled outcome.
Gunslinger reskin · Firearms Specialist

Ironsight

No spellcasting · The Gear Economy pillar
Non-CasterDraw / Hot Load

"Everybody's carrying scrap. You're the one still alive because you know exactly how much to trust it."

Twin Iron dual pistols

  • Twinned BeadGreen — A single stance-like aim; the first hit tightens the second hand's aim, a small bonus before turn's end.
  • Crossed AimGreen — Point both at one target; the follow-up shot suffers less penalty than usual.
  • Off-Hand EchoGreen — The instant your first pistol lands, the off-hand fires a free-action shot, unaimed.
  • Widow-and-OrphanBlooded — Split fire across two targets; a hit with the first eases the second.
  • Mirror StrikeBlooded — A critical hit lets the other pistol treat its next miss as a hit, once.
  • The Answering ShotBlooded — Reaction: snap a reduced-accuracy shot at whoever just struck an ally in your sight.
  • Double ReckoningVeteran — Both pistols fire as one action against one target, each shot's accuracy feeding the other's.
  • Twin Iron's JudgmentVeteran — Once/encounter, unload both pistols with no penalty; a double hit leaves the target off-guard and shaken for the scene.
  • Two Shots, One GraveUndying — A missed first shot auto-grants a large accuracy bump to the second.
  • The Last DuetUndying — Once/day, fire at up to two targets with no MAP penalty, both hits counting as critical successes.

Long Iron rifles

  • Patient BeadGreen — Holding sights on a target each round stacks a bonus to the eventual shot; lost line of sight resets it.
  • Marked RangeGreen — A called-shot mark lets subsequent shots ignore some of the target's cover.
  • Steady BreathGreen — Spend a full action aiming for a flat accuracy bonus, front-loaded.
  • Long ReckoningBlooded — Time-in-sights adds to damage too, once held for several rounds.
  • The Killing GroundBlooded — A chosen terrain zone auto-tracks anyone who lingers there for a round.
  • Unbroken LineBlooded — Time-in-sights survives brief breaks in line of sight; only a full round fully unseen resets it.
  • The Long Reckoning's EdgeVeteran — A maximum-marked called shot can target a location for a special effect beyond damage.
  • One Shot, Long HeldVeteran — Once/encounter, cash in the maximum bonus immediately on a stationary target.
  • The Longest IronUndying — No upper cap on the time-in-sights bonus.
  • Uriel's DistanceUndying — Once/day, a fully-marked shot at any visible range with no distance penalty at all.

Close Iron shotguns

  • The DoorwayGreen — Reaction called shot the instant an enemy ends movement adjacent to you.
  • Point Blank BiteGreen — Melee-range called shots against off-guard/flanked targets deal bonus damage.
  • Backstep LoadGreen — Reload as part of a Step away from an adjacent enemy.
  • The ThresholdBlooded — The Doorway reaction also applies to a second enemy closing the same round, at reduced accuracy.
  • Gut-ShotBlooded — A melee called shot can inflict lingering bleed instead of a burst.
  • Never CloserBlooded — Follow your reaction shot with a Step, no provoked reactions.
  • The Threshold's TollVeteran — The reaction shot fires once per attacker against multiple enemies closing the same turn.
  • Both Barrels, No WarningVeteran — Once/encounter, upgrade the reaction to a full called shot with no setup required.
  • The Room RemembersUndying — Your reaction is always live regardless of how many times it's already fired this scene.
  • Uriel's DoorframeUndying — Once/day, a reaction shot vs. three-plus adjacent enemies strikes all of them at called-shot severity.

Trick Iron improvised/scavenged

  • Whatever's LoadedGreen — Free-action reload the instant you score a critical hit.
  • The Panic ChamberGreen — Once/encounter, clear a Jam and fire again as a single free action.
  • Scrap and PrayerGreen — A free-action improvised reload whenever an ally within reach hits 0 HP.
  • Anything That FiresBlooded — The crit-reload trick extends to any Jam-trait weapon you're wielding.
  • Second Chance IronBlooded — Once/encounter, swap to a second fully-loaded improvised firearm as a free action on a Jam.
  • Down But Not DoneBlooded — An ally falling grants a free reload and a to-hit bonus on your next shot.
  • Whatever WorksVeteran — Reload triggers also clear a step of Jam instability on that weapon for the rest of the encounter.
  • The Whole JunkyardVeteran — Once/encounter, swap your entire improvised loadout at once on any reload trigger.
  • Nothing's Ever Really BrokenUndying — All reload triggers remove the Jam trait entirely for the rest of the scene.
  • The Last ImprovisationUndying — Once/day, a reload trigger lets your next shot count as fired from a Good Gun.

Hot Load Options

  • Cracking Load — Ignores a chunk of physical resistance; low Blowback risk.
  • Cinder Load — Adds lingering persistent fire damage; moderate Blowback risk.
  • Fracture Load — Staggers and off-guards the target on a failed Fortitude save; moderate Blowback risk.
  • Chain Load — Arcs to a second nearby target at reduced severity; moderate-to-high Blowback risk.
  • Choking Load — Obscures the area with lingering smoke; low Blowback risk.
  • Widowmaker Load — Ignores extreme-distance penalties on a called shot; high Blowback risk.
  • Sundering Load — Bonus damage specifically against objects/armor/plating; moderate Blowback risk.
  • Screamer Load — Deafens and shakes anyone near the impact; low-to-moderate Blowback risk.
  • Last Word Load — Significantly more damage, always a called shot; highest Blowback risk on the list.
  • Ghost Load — Forces a spirit-touched debuff (GM's call); unpredictable Blowback risk by nature.
Fighter reskin · Frontline Weapons Generalist

Deadhand

No spellcasting · named for an old-world automatic-retaliation system
Non-CasterTally / Redline

Bulwark shield / line-holding · Free Haven militia

  • Hold the CornerGreen — Post in a breach; anyone behind you counts as behind your shield too, so long as you don't move.
  • Shove and SquareGreen — Bash a foe back, then reset your guard before they can capitalize.
  • Take the HitGreen — Step into a blow meant for an adjacent ally, catching it on your shield.
  • Wall of OneBlooded — Your shield can answer more than one attacker per round, each building Tally.
  • Give Ground, Take NoneBlooded — Fall back a step under pressure without losing footing, facing, or your line.
  • Mark the BreachBlooded — Plant in a gap; anyone who tries it eats The Answer before they're through.
  • The Wall Doesn't AskVeteran — Muscle Memory extends to the shield hand — routine blocks against telegraphed attacks stop needing a roll.
  • Redline: ImmovableVeteran — Spend Tally to become immune to knockback/prone/forced repositioning for a round.
  • Split the ChargeVeteran — Plant in a rushing line's path and scatter its formation, not just block it.
  • The Line That Doesn't BreakUndying — Knockback/prone/reposition effects against you simply fail more often than not.
  • One Shield, Every BackUndying — Every ally on the field counts as standing behind your shield for a scene.
  • The Last WallUndying — Once/day, your body plugs a collapsing line before your mind finishes registering the threat.

Breaker heavy two-handed · Yankee Combine siege-detail

  • Full SwingGreen — Commit fully to a huge blow, trading guard for weight.
  • Bust the HingesGreen — Aim for an object's weak point; a solid hit degrades it outright.
  • Set Your FeetGreen — Brace before swinging so the follow-through doesn't put you down.
  • Follow-ThroughBlooded — A hit that should stop at one target carries into whatever's behind it.
  • Crack the PlateBlooded — Solid hits against armor compound, stripping more integrity each time.
  • Redline: MomentumBlooded — Spend Tally mid-swing to turn one hit into two.
  • Muscle Memory: The GrindVeteran — Routine structural demolition work stops needing a roll.
  • One Good HitVeteran — A visibly telegraphed blow hits at Redline weight without spending Tally, once/encounter.
  • Through the WallVeteran — Ignores cover and structural interference on a solid connection.
  • The Building Falls FirstUndying — Every hit against a structure or construct lands as if it found the load-bearing point.
  • One Swing, One RoomUndying — Once/encounter, one blow's momentum carries through every enemy and obstacle in a line.
  • The Weight Never LeftUndying — A second Redline of the same technique in an encounter stops rolling on the Slip Table.

Second finesse duelist · Dixie dueling-culture

  • First BloodGreen — A precise testing strike that rattles nerve on landing.
  • Give an OpeningGreen — Bait a predictable attack, then answer the overcommitment with The Answer.
  • Read the TellGreen — Study a stance before engaging for an edge on your next exchange.
  • RiposteBlooded — Turn a dodged/parried blow directly into your own strike, no wasted tempo.
  • Tempo BreakBlooded — Interrupt a combo mid-swing, costing the opponent their next action's momentum.
  • Redline: The Killing StrokeBlooded — Spend Tally for one perfect, decisive exchange.
  • Muscle Memory: The Guard Never DropsVeteran — Routine parries against read attacks stop needing a roll.
  • Two Cuts, One BreathVeteran — Chain a riposte directly into a second strike on the same target.
  • Own the GroundVeteran — Winning the first clash sets footing, range, and tempo on your terms.
  • The Duel Doesn't EndUndying — Disengaging from you once engaged one-on-one costs everything an opponent's got.
  • Every Opening, AnsweredUndying — The Answer stops being limited to a single trigger for a scene.
  • The Last ExchangeUndying — Once/day, a formally offered duel resolves in one exchange — first solid hit wins outright.

Cadre tactics/command · mercenary-officer

  • On My MarkGreen — A called coordinated strike boosts the ally who acts on it.
  • Fall Back to PositionGreen — Direct an ally out of danger without the usual cost of disengaging.
  • Eyes UpGreen — Call out a threat or weakness so the whole squad can act on it.
  • Rolling VolleyBlooded — A sequenced attack order builds a cumulative bonus as allies act on it in order.
  • Hold the Line, Hold Your FireBlooded — One command lets an ally brace and set up a bigger response if the enemy takes the bait.
  • Redline: All HandsBlooded — Spend Tally to channel your push into every ally who can hear you.
  • Muscle Memory: The Company Knows the DrillVeteran — Routine coordinated maneuvers stop costing an action to call.
  • Break Their FormationVeteran — Call out a tell aimed at an enemy formation's coordination rather than its bodies.
  • Second Wind, By OrderVeteran — Command a downed ally back to their feet through sheer authority.
  • The Voice That Doesn't MissUndying — Calls stop needing line of sight or earshot in the ordinary sense.
  • Every Order, AnsweredUndying — Once/encounter, a single command reaches every ally simultaneously.
  • The Last OrderUndying — Once/day, let one ally act out of sequence, right now, on your word alone.